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Abilities




Movement Abilities

Name Description JP Job
Move +1 Move up +1 200 Squire
Treasure Hunter Find hidden items after moving 100 Chemist
Jump +1 Jump up +1 200 Archer
Lifefont Recover some HP after moving 300 Monk
Teleport Move anywhere on field. (May fail if you move too far.) 600 Time Mage
Levitate Causes permanent Float 540 Time Mage
Move +2 Move up +2 520 Thief
Jump +2 Jump up +2 480 Thief
Ignore Weather Negates all effects of thunder storms 200 Mystic
Manafont Recover some MP after moving 350 Mystic
Ignore Terrain Negates all move penalties cuased by terrain 220 Geomancer
Lavawalking Can move over and stop on lava 150 Geomancer
Ignore Height Jump to any height 150 Dragoon
Waterwalking Can move over and stop on water 300 Samurai
Waterwalking Negates all move penalties caused by water 420 Ninja
Accrue Exp Gain 1 EXP per square traveled 400 Arithmetician
Accrue JP Gain 2 JP per square traveled 400 Arithmetician
Jump +3 Jump up +3 1,000 Dancer
Dark Knight
Fly Height becomes inconsequential 1,200 Bard
Dancer
Move +3 Move up +3 1,000 Bard
Dark Knight

Reaction Abilities

Name Description JP Job
Counter Tackle Retaliate with a dash attack. 180 Squire
Auto Potion Use weakest potion when hit. 400 Chemist
Parry Use your weapon evade. 200 Knight
Adrenaline Rush Speed Up +1. 800 Archer
Archer's Bane Negates bow/crossbow attacks. 450 Archer
Critical: Recover HP Recovers some HP when in critical. 500 Monk
Counter Retaliate with physical attack. 300 Monk
First Strike Attack before your enemy hits you. 1,200 Monk
Regenerate Causes Regen when attacked. 400 White Mage
Magick Counter Retaliate with identical spell. 800 Black mage
Critical: Quick Boosts CT to 100. 700 Time Mage
Mana Shield MP is lost instead of HP. 400 Time Mage
Critical: Recover Recover some MP when in critical. 400 Summoner
Vigilance Causes Defend action command. 200 Thief
Gil Snapper Gain Gil for every HP lost. 200 Thief
Sticky Fingers Catch and keep thrown items. 200 Thief
Ear Plug Negates effects of speechcraft. 300 Orator
Absorb MP Recover as much MP as the enemy used. 250 Mystic
Nature's Wrath Retaliate with Geomancy. 300 Geomancer
Dragon Heart Causes Reraise. 560 Lancer
Bonecrusher Counter with damage = to max. HP. 200 Samurai
Shirahadori 100% chance of evading physical attacks. 700 Samurai
Vanish Casts Invisible on self. 900 Ninja
Reflexes Increases evade. 400 Ninja
Cup of Life Excess HP is shared with allies. 200 Arithmetician
Soulbind Enemy takes half the damage given to you. 300 Arithmetician
Fury Phys. Attack Up +1. 550 Dancer
Bravery Boost Bravery Up +3. 500 Dancer
Magick Boost Mag. Attack Up +1. 450 Bard
Faith Boost Faith Up +3. 500 Bard

Support Abilities

Name Description JP Job
Equip Axe Equip an Axe, regardless of Job. 170 Squire
Beastmaster Nearby allied monsters gain abilities. 200 Squire
Defend Action command used to lessen damage from attacks. 50 Squire
JP Boost Gain 50% more JP in battle. 250 Squire
Throw Items Throw items at a range of 4, regardless of job. 350 Chemist
Safeguard Equipped items cannot be broken or stolen. 250 Chemist
Reequip Action command used to change equipment in battle. 0 Chemist
Equip Heavy Armor Equip heavy armor, regardless of Job. 500 Knight
Equip Shield Equip a shield, regardless of Job. 250 Knight
Equip Sword Equip a sword, regardless of Job. 400 Knight
Equip Crossbow Equip a Crossbow, regardless of job. 350 Archer
Concentration 100% success rate with Phys. Attacks 400 Archer
Brawler Increase damage caused by bare fists by 50%. 200 Monk
Arcane Defense Greater resistance to magick attacks. 400 White Mage
Arcane Strength Increase magick attack damage by 33%. 400 Wizard
Swiftness Charge time is shortened. 800 Time Mage
Half MP Use half the MP when casting magick. 900 Summoner
Poach Monster is automatically poached when defeated. 200 Thief
Equip Gun Equip a gun regardless of Job. 750 Orator
Tame Causes Entice on monsters when critical. 450 Orator
Beast Tongue Use speechcraft on monsters, regardless of job. 100 Orator
Defense Boost Receive 33% less damage from physical attacks. 400 Mystic
Attack Boost Increases effectiveness of physical attack damage. 400 Geomancer
Equip Polearms Equip a Polearm regardless of job. 400 Dragoon
Equip Katana Equip a Katana, regardless of job. 400 Samurai
Doublehand Hold weapon with both hands, doubling damage dealt. 900 Samurai
Dual Wield Equip two of certain weapons. 900 Ninja
Exp Boost Gain 50% more Exp in battle. 350 Arithmetician
HP Boost Raises max. HP 20%. 2000 Dark Knight
Vehemence Increase damage inflicted and received by 1.5. 400 Dark Knight






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Final Fantasy Tactics

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